So I guess what you’re saying is that if most heavy normals are negative on block, then they might as well just tone down the hit stop so the game doesn’t drag as much when they connect? I guess I can throw that in there.
Here’s the revised listing for the pushback on block for the normals. Typed the jist of it in bold first so its easy to see what the general point is, then explain the purpose of having the right normals push back more or less below.
- Pushback on block for positive and negative normals are in reverse and should be switched to fit the purpose of the normals better.
1.Pushback should be lessened on light/medium/heavy normals that are plus or zero on block and set up tick throws well (Ryu’s/Chun’s s.MP or Chun’s c.LK are good examples). As of now you end up being inordinately punished on landing light and medium normals on block (generally the only ones with frame advantage) by being pushed out after landing them. Making it difficult to set up throws with the slow walk speeds and throw ranges. Now that light normals normally do not link into mediums, lessening the pushback on them would make more sense as there subsequently won’t be as much reward for landing them. Being pushed away for being plus defeats the purpose of being plus.
**2. Pushback on block for negative normals that are strong in neutral should be extended. ** Right now you are kept really close for punishes on negative normals that are normally still strong in neutral like Ryu’s c.MK, fireball and sweep, despite them being negative. This compounds the issue of the shortage of true block strings as not only is Ryu’s c.MK to fireball unsafe on block, not a true string and doesn’t combo at max range, but also is difficult to land safely due to lack of push on block making a punish way too easy on such a fundamental element of his gameplan. Things like sweeps and other low normals are that are 0 or unsafe tend to be difficult to use in neutral due to this.